[Bf-gamedev] PBR Rendering in the Viewport

Crocadillian crocadillian at me.com
Wed Jul 23 03:40:44 CEST 2014


Thanks for emailing this, and thanks for the developer for showing this off.  I was thinking about this today with the new GSoC paint tools, but I didn't expect to see anything for a long while.  It looks fantastic o_o.  

On 22 Jul 2014, at 23:42, Matt Three <ragingelbows at gmail.com> wrote:

> Just thought I'd draw everyone's attention to the project that someone's showing off in the forums over at Blenderartists. 
> 
> http://blenderartists.org/forum/showthread.php?343278-GLSL-PBR-Shader-for-viewport
> 
> For me, this is the one big thing Blender is lacking right now.  We've had all of this great work happening in the game art sphere in the last 6-12 months.  Even 2 months ago I couldn't bake meshes reliably in Blender.  Now we have paint and sculpt improvements that have made Blender an excellent all around tool for game art (or at least the only tool that does it all).  However we're still sort of behind the curve on materials, and I'm unable to really do any texturing work in Blender because of the lack of a rendering mode that is good for PBR.  I do all of my texturing in Substance Designer / Painter because of this.  For modern engines (UE4, Unity 5, CryEngine) PBR is the default rendering mode, so it would be nice to be able to work with PBR style materials right in Blender like you can in Maya or Substance or DDO/NDO. This way I would not have to use a 3rd party app to view / texture my models.
> 
> Anyway, thanks again for your hard work and perhaps someone can find a way to integrate this project or something like it in the future.
> 
> 
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